In the 1960s and 70s, video games were a new and exciting technology. But playing these games was not easy – they required expensive minicomputers that only a few could afford. Despite this challenge, MIT students were determined to create engaging and innovative games.
The Advent of Video Games at MIT
MIT was one of the first universities to embrace video games as a legitimate form of entertainment. In 1958, a student named Steve Russell created “Tennis for Two,” which is widely considered to be the first video game. However, it wasn’t until the 60s and 70s that video games became more widespread at MIT.
During this time, MIT students were using minicomputers like the PDP-8 to create games that were both challenging and innovative. These games required a lot of processing power, which meant they could only be played on expensive minicomputers. Despite this limitation, MIT students were determined to push the boundaries of what was possible with video games.
The Minicomputer’s Impact on Video Game Development
The minicomputer had a significant impact on video game development at MIT. For one thing, it allowed for more complex and dynamic gameplay. With the increased processing power of the minicomputer, developers could create games with more realistic graphics, better sound effects, and more sophisticated AI.
Additionally, the minicomputer made it possible to create multiplayer games. This was a major breakthrough in video game development, as until then most games were single-player experiences. With the minicomputer, MIT students could create games that allowed multiple players to interact with each other in real time.
One of the most famous examples of this is “Spacewar!” which was developed by MIT student Steve Russell in 1962. This game featured two spaceships that battled each other in space, and it quickly became popular among MIT students and faculty alike. Spacewar! was so successful that it was later ported to other platforms, including the Apple II and Atari 2600.
Another example of a game developed by MIT students using the minicomputer is “OXO,” which was created in 1972 by William Higinbotham. This game was a simple tic-tac-toe simulator that used a light board and sensors to track players’ moves. It was designed as a way to keep people occupied during long waits at the MIT Medical Center, and it quickly became popular among patients and staff alike.
The Challenges of Developing Video Games on the Minicomputer
Despite the benefits of the minicomputer, developing video games on this platform was not without its challenges. For one thing, the minicomputer was expensive – a single PDP-8 cost around $50,000 in 1964, which was a significant investment for most students and small businesses.
Additionally, the minicomputer’s limited processing power meant that developers had to be creative with their programming techniques. This often required using assembly language instead of higher-level languages like COBOL or FORTRAN, which made development more time-consuming and difficult.
Furthermore, the minicomputer was not designed for gaming purposes – it was primarily used for scientific research and other data-intensive tasks. This meant that developers had to work around the limitations of the hardware in order to create engaging and innovative games.
Conclusion
MIT students played a crucial role in the early development of video games.